Oolite 1.68 test installer

News and discussion of the PC port of Oolite.

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JensAyton
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Post by JensAyton »

I expect a 1.69 test release in May, and a beta series and “stable” 1.70 release during June/July. OXPs should continue to work. The “homebrew” property list parser will probably be removed after that, so OXPs that are broken but still work will not work with the next stable release.
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Post by HookedAgain »

First of all may I congratulate all involved in such a good job with this project, I was extremely happy to find it on the net and although I am not playing it the excessive amount of hours I did on the BBC (with a tape drive - nightmare) I still am enjoying the experience.

There are three issues I would like to bring to your attention.
Firstly I will say that I am using the OoliteInstaller-js-779 but I couldnt find it's thread so I untidily added to the end of this one, apologies if this is the wrong place.

When installing Oolite using the above installer, if I specify a different directory other than the default I get errors when running the program. I think I checked stderr at the time and noticed on some paths after the first \ the rest changed to / e.g. if I install to a folder called Oolite on drive D instead of using the path D:\Oolite\oolite.app\..... it uses D:\Oolite/oolite.app/

This was annoying as I was using different directories for different versions and now I am getting confused as to what version is where (must be old age creeping on).

The second issue is that Oolite kept freezing on me. Usually after about half an hour or an hour into the game. I dont know if it is related but on checking the stderr file I found it was having problems writing to the cache file. This file is located in
C:\Program Files\Oolite\oolite.app\GNUstep\Library\Oolite-cache

The problem was that the Library part of that address did not exist. So I created a new folder called Library within the GNUstep folder and things have improved so far (haven't got to have a good 2-3 hour session since).

The third issue is one that still eludes me. When I press F12 and goto full screen mode all text on the screen turns into coloured blocks so if you had Load old commander? written in yellow this would just turn into a yellow rectangle as if you had defined yellow writing on a yellow background. Any advice in dealing with this would be appreciated.

Here is the stderr file and following that I will give my machine specs:-

2007-05-09 00:01:50.000 oolite.exe[2076] File NSUserDefaults.m: 544. In [NSUserDefaults +standardUserDefaults] Improper installation: No language locale found
2007-05-09 00:01:50.000 oolite.exe[2076] initialising SDL
2007-05-09 00:01:50.000 oolite.exe[2076] init: numSticks=0
2007-05-09 00:01:50.000 oolite.exe[2076] CREATING MODE LIST
2007-05-09 00:01:50.000 oolite.exe[2076] Unknown architecture, defaulting to 1024x768
2007-05-09 00:01:50.000 oolite.exe[2076] Added res 960 x 600
2007-05-09 00:01:50.000 oolite.exe[2076] Added res 848 x 480
2007-05-09 00:01:50.000 oolite.exe[2076] Added res 800 x 600
2007-05-09 00:01:50.000 oolite.exe[2076] Added res 720 x 576
2007-05-09 00:01:50.000 oolite.exe[2076] Added res 640 x 400
2007-05-09 00:01:50.000 oolite.exe[2076] Added res 512 x 384
2007-05-09 00:01:50.000 oolite.exe[2076] Added res 480 x 360
2007-05-09 00:01:50.000 oolite.exe[2076] Added res 400 x 300
2007-05-09 00:01:50.000 oolite.exe[2076] Added res 320 x 240
2007-05-09 00:01:50.000 oolite.exe[2076] Added res 640 x 480
2007-05-09 00:01:51.000 oolite.exe[2076] drawRect calling initialiseGLWithSize
2007-05-09 00:01:51.000 oolite.exe[2076] Creating a new surface of 1024 x 712
2007-05-09 00:01:51.000 oolite.exe[2076] no universe, clearning surface
2007-05-09 00:01:51.000 oolite.exe[2076] ---> searching paths:
(oolite.app/Contents/Resources, AddOns)
2007-05-09 00:01:51.000 oolite.exe[2076] ---> searching paths:
(oolite.app/Contents/Resources, AddOns, "AddOns/a-wing.oxp", "AddOns/b-wing.oxp", AddOns/Cargo_wrecks_teaser.oxp, AddOns/custsounds.oxp, AddOns/Dredger.oxp, AddOns/Interceptor.oxp, AddOns/lambda.oxp, AddOns/Lave.oxp, AddOns/marett_vol1.oxp, AddOns/pelamis.oxp, AddOns/TIE.oxp, AddOns/UrutuMKIII.oxp, AddOns/urutu_IV.oxp, AddOns/wolfmk2.oxp, "AddOns/X-Wing.oxp", "AddOns/y-wing.oxp", AddOns/YOUR_AD_HERE.oxp)
2007-05-09 00:01:51.000 oolite.exe[2076] DEBUG ** found cache - loading data ...**
2007-05-09 00:01:52.000 oolite.exe[2076] created context
2007-05-09 00:01:52.000 oolite.exe[2076] TESTING: GL_MAX_TEXTURE_SIZE = 4096
2007-05-09 00:01:52.000 oolite.exe[2076] Vertex Array Range optimisation - not supported
2007-05-09 00:01:53.000 oolite.exe[2076] DEBUG ** resetting track for <ShipEntity Player 100> **
2007-05-09 00:01:54.000 oolite.exe[2076] Populating a system with economy 5, and government 3
2007-05-09 00:01:54.000 oolite.exe[2076] ... adding 7 trading vessels
2007-05-09 00:01:54.000 oolite.exe[2076] ... adding 1 sun skimming vessels
2007-05-09 00:01:54.000 oolite.exe[2076] ... adding 19 pirate vessels
2007-05-09 00:01:54.000 oolite.exe[2076] ... adding 3 sun skim pirates
2007-05-09 00:01:54.000 oolite.exe[2076] ... adding 4 law/bounty-hunter vessels
2007-05-09 00:01:54.000 oolite.exe[2076] ... adding 0 sun skim law/bounty hunter vessels
2007-05-09 00:01:54.000 oolite.exe[2076] ... adding 0 Thargoid warships
2007-05-09 00:01:54.000 oolite.exe[2076] ... adding 4 asteroid clusters
2007-05-09 00:01:54.000 oolite.exe[2076] ... for a total of 38 ships
2007-05-09 00:01:54.000 oolite.exe[2076] ***** Lambdashuttle 108 does not respond to performFlyToPlanet
2007-05-09 00:01:58.000 oolite.exe[2076] SCRIPT debug messages ON
2007-05-09 00:01:58.000 oolite.exe[2076] DEBUG ::::: scriptAction: "addMoon: moon_lave"
2007-05-09 00:01:58.000 oolite.exe[2076] DEBUG ::::: after expansion: "addMoon: moon_lave"
2007-05-09 00:01:58.000 oolite.exe[2076] DEBUG addMoon: moon_lave
2007-05-09 00:01:58.000 oolite.exe[2076] DEBUG initMoonFromDictionary: {land_hsb_color = "0.686 0.25 0.66"; orientation = "1.0 0.0 0.0 0.0"; polar_color_factor = 2.5; position = "-40000 0 60000"; radius = 800; rotational_velocity = 0.03; seed = "1 2 3 4 5 6"; texture = lunar.png; }
2007-05-09 00:01:58.000 oolite.exe[2076] ERROR: Could not construct system coordinates from "-40000 0 60000" - too few pieces of data
2007-05-09 00:01:58.000 oolite.exe[2076] DEBUG moon position (-40000.00 0.00 60000.00) derived from -40000 0 60000
2007-05-09 00:01:58.000 oolite.exe[2076] DEBUG ::::: scriptAction: "debugOff"
2007-05-09 00:01:58.000 oolite.exe[2076] SCRIPT debug messages OFF
2007-05-09 00:01:58.000 oolite.exe[2076] OPENGL_DEBUG GL_ERROR (1280) 'invalid enumerant' in: Universe before doing anything
2007-05-09 00:02:04.000 oolite.exe[2076] Creating a new surface of 1024 x 768
2007-05-09 00:02:04.000 oolite.exe[2076] WIN32: clearing texture store cache
2007-05-09 00:02:04.000 oolite.exe[2076] *** NSTimer ignoring exception 'NSInvalidArgumentException' (reason 'NSConstantString(instance) does not recognize objectForKey:') raised during posting of timer with target 0x1484f80 and selector 'pollControls:'
2007-05-09 00:02:04.000 oolite.exe[2076] OPENGL_DEBUG GL_ERROR (1280) 'invalid enumerant' in: Universe before doing anything
2007-05-09 00:02:07.000 oolite.exe[2076] Creating a new surface of 1024 x 768
2007-05-09 00:02:07.000 oolite.exe[2076] WIN32: clearing texture store cache
2007-05-09 00:02:07.000 oolite.exe[2076] *** NSTimer ignoring exception 'NSInvalidArgumentException' (reason 'NSConstantString(instance) does not recognize objectForKey:') raised during posting of timer with target 0x1484f80 and selector 'pollControls:'
2007-05-09 00:02:07.000 oolite.exe[2076] OPENGL_DEBUG GL_ERROR (1280) 'invalid enumerant' in: Universe before doing anything



My Computer Specs:-

Microsoft Windows XP Build Lab 2600.xpsp_sp2_gdr.070227-2254 i.e. up to date
Motherboard AOpen AX4SPE Max II
Ram 1.5Gb
Graphics NVIDIA GeForce 6600 (downloaded and installed latest drivers last Saturday)
Processor Intel(R) Pentium(R) 4 CPU 3.00GHz Northwood
Realtek AC'97 Audio (which I should update the drivers for)


I know using windows XP but I am going to get an old Armada E500 laptop out of work and start experimenting with linux tomorrow. I meant to do it today but I was playing Oolite.
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JensAyton
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Post by JensAyton »

HookedAgain wrote:
There are three issues I would like to bring to your attention.
Firstly I will say that I am using the OoliteInstaller-js-779 but I couldnt find it's thread so I untidily added to the end of this one, apologies if this is the wrong place.
That version is obsolete. Its distinguishing feature – JavaScript support – is present in the mainline 1.68-test release, although the scripting model has changed slightly.
HookedAgain wrote:
When installing Oolite using the above installer, if I specify a different directory other than the default I get errors when running the program. I think I checked stderr at the time and noticed on some paths after the first \ the rest changed to / e.g. if I install to a folder called Oolite on drive D instead of using the path D:\Oolite\oolite.app\..... it uses D:\Oolite/oolite.app/
The pseudo-Unixy environment in which Oolite lives may place restrictions on usable install locations. I’m not familiar with the details.
HookedAgain wrote:
The second issue is that Oolite kept freezing on me. Usually after about half an hour or an hour into the game. I dont know if it is related but on checking the stderr file I found it was having problems writing to the cache file. This file is located in
C:\Program Files\Oolite\oolite.app\GNUstep\Library\Oolite-cache
This problem (not creating the necessary folder) is a known bug which will be fixed by the next “full” release. It probably is not directly related to the freezing, though.
HookedAgain wrote:
The third issue is one that still eludes me. When I press F12 and goto full screen mode all text on the screen turns into coloured blocks so if you had Load old commander? written in yellow this would just turn into a yellow rectangle as if you had defined yellow writing on a yellow background. Any advice in dealing with this would be appreciated.
This is a known problem with switching between windowed and full-screen mode and, apparently, with changing the window size under Windows and possibly Linux. The only workaround I’m aware of is to change modes, quit, and restart. The cause of the problem is understood. I hope to be able to take a crack at it before 1.70; recent changes to the rendering system present a potential elegant fix.
HookedAgain wrote:
2007-05-09 00:02:04.000 oolite.exe[2076] *** NSTimer ignoring exception 'NSInvalidArgumentException' (reason 'NSConstantString(instance) does not recognize objectForKey:') raised during posting of timer with target 0x1484f80 and selector 'pollControls:'
That shouldn’t be happening, but I’m not going to spend time trying to track down that class of problem in an obsolete version.
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Post by HookedAgain »

Thank you for the quick reply I will download and install the 1.68 test release asap.
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Post by Captain Hesperus »

HookedAgain wrote:
Thank you for the quick reply I will download and install the 1.68 test release asap.
And don't forget, HA, when you break dock pause, press t then unpause to see the procedural textures when you arrive at your hyperspace destination. I like that bit!

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P.S. Welcome to the forums!
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Post by hwtan »

I really appreciate you guys who put in so much effort in making Oolite such a great game. However, I do have a suggestion to make. The laser animation belongs to the 70s. It really let down all the beauty texture planets and space crafts. I suppose if the laser animation can looks like those in the movies, eg. starwars, it will do more justice to the Oolite as a superb game. Regards.
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JensAyton
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Post by JensAyton »

It’s on the to-do list… near the bottom. Probably won’t be done for 1.69 or 1.70.
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Post by Arexack_Heretic »

I assume particle/ammo weapons are even lower on the TODO-ladder? :roll:
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Post by Selezen »

Ooh, wouldn't the noise of a 30mm cannon firing be lovely in Oolite?

What's the cannon in the A-10 Warthog called? A GAU something?
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Post by Arexack_Heretic »

I'm sure the A10 gun is a minigun.

For Oolite I'd sooner use a non-volatile-propulsed projectile weapon like a GAUSS-cannon.

What I'd love would see:

-plasmacannon do much heat 'damage'. (amount decreasing over distance travelled before impact).
-current plasma weapon functionality taken over by a flak-gun, firing a buckshot of slag pellets, doing minimal damage but enough to detonate a missile.

-more specific functionality to weapon types:
-Disruptor pulse. replaces energybomb fitting, ships/missiles in range just lose directional controll for 10-30 seconds. Non-lethal defensive weapon,
-energy draining weapons.
-one-shot shield drainers.
Big guns :D
-medium plasma cannon. front or rearmount only, takes up cargospace. drains a whole energybar when fired, plasmaball travells in straight line.
same speed as standard plasma-bolt. Damage decreases exponentially, heatdamage linearly. when heatdamage reaches zero, largeplasma dissipates. rate of fire by neccesity low.
-Railgun. takes up space, less energydrain than MPC. takes ammo from cargohold in form of 1TC containers per shot. rate of fire 12rpm.
(cargotype preference in order of avg.value, with type: mineral/metalalloy as favorites)
-etc
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Post by JensAyton »

Arexack_Heretic wrote:
I assume particle/ammo weapons are even lower on the TODO-ladder? :roll:
Er… yes. You’re welcome to submit code patches, of course…

Anyway, we had one, but it was disabled on account of being effectively useless as a main weapon. Maybe with a HUD leading indicator… but that of course requires actual thinking and trigonometry and stuff. ;-)

The cannon on the A-10 is of course the General Electric GAU-8/A Avenger. “Minigun” refers specifically to the earlier (and much smaller) GAU-2 series, but is also used generically for electric-powered gatling guns in general.

(Scarily, I knew this, although I did have to look up the details.)
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Post by Arexack_Heretic »

Ahruman wrote:
Er… yes. You’re welcome to submit code patches, of course…
all in due time...:)
By the time I get around to claiming myself competent to submit code, oolite will be in its 4th revision. ;)

...guns indeed need to be effective...but surely not all need to be effective as mainguns?
(I never see NPCs with TPC as mainweapon.)
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Post by JensAyton »

But the current SVN repository is at revision 965.

I don’t think the AI implementation has the necessary logic to aim with plasma cannons. (Turret aiming is separate). You’re welcome to try it, of course.
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Post by Arexack_Heretic »

version number 5.0 then . ;)

I might, given an era.

Now that you are on the topic of AIs...
What is happening with the instinct driven AI?
Are you going to get into that after the 'big job' is finished or will it remain an abortive branch of Aegidian's work?

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ps
the turretAI might be a bit too good at aiming.
If anyone understands the way AI's aim/mis-aim, please take a peek at that.
Last edited by Arexack_Heretic on Mon May 14, 2007 4:23 pm, edited 2 times in total.
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Post by JensAyton »

I don’t really understand the AI, and I’m not very interested in it, so it’s likely to stay low on the priority list for the forseeable future.
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